head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, and it is a single point.

Execution · Competitive PvP
The N64 original that turned Nintendo mascots into a percent-and-knockback platform fighter.

Execution · Competitive PvP
A lightning-fast competitive disc-throwing game that plays like Pong as a fighting game.
Super Smash Bros. leans Execution (Competitive PvP); Windjammers leans Execution (Competitive PvP).
Windjammers leans a little harder on execution, though the gap is small.
Super Smash Bros.
Z-cancels and DI demand fast precise inputs despite simple controls.
Windjammers
Split-second disc returns and supers demand reflexes
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Super Smash Bros.
Edgeguard and tech-chase guessing against adapting humans decides stocks.
Windjammers
Human opponents bait, feint, and adapt every rally
Super Smash Bros. leans a little harder on variance, though the gap is small.
Super Smash Bros.
Item spawns add randomness; tournament rules strip most of it.
Windjammers
Almost no hidden information on the court
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Super Smash Bros.
Stage positioning and percent-based kill setups are learnable.
Windjammers
Character matchups and angle theory are studyable
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.